Each character has varying amounts of health. See each character's page for exact values or view the System Data for a table to compare between the cast.

The health bar in BlazBlue Cross Tag Battle is slightly misleading; it's not exactly linear, it's denser near the end to give the effect that a player is barely surviving a "fatal" blow, and thus more dramatic.

The Skill Gauge is like a traditional "super meter" in other fighting games. Skill Gauge is used to perform Extra Skills, Distortion Skills, Reject Guards, etc. The Skill Gauge starts at 1 at the beginning of a match.

Skill Gauge gained from hitting the opponent/getting hit is directly proportional to damage. Thus you can approximate the amount of Skill Gauge you and the opponent have gained based on how much damage a combo does, though rounding errors make this inexact.

As a few quick rules of thumb, dealing 7000 damage will earn 1 Skill Gauge, while taking 12500 damage will will earn 1 Skill Gauge

Exceptions

Some moves ignore the formula and build a specific amount of Skill Gauge, like getting an "Excellent!!" or "Marvelous!!" during Clash Assaults.

This diamond shaped gauge is used for Resonance Blaze. The efficacy of Resonance Blaze will increase the higher the Resonance Level. You start the match at level 1 and max is level 4, with each level adding a mini-diamond to the gauge. To increase your Resonance Level, use partner actions such as Clash Assault, Partner Skills, Cross Combo, Cross Burst and Distortion Skill Duo.

Below is a table showing the amount each action raises your Resonance Gauge.

Resonance Gauge

Clash Assault

Raw Partner Skill

Active Partner Skill

Cross Combo

Cross Burst

Distortion Skill Duo

Level Percentage

60%

45%

30%

30%

30%

60%

Total Percentage

20%

15%

10%

10%

10%

20%

Notes:

Resonance Gauge gain carries over into the next level, so you may need one action fewer for a later level